• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
• If there is edible forage within range, you know it and where to find it.
• If there is clean drinking water within range, you know it and where to find it.
• If there is suitable shelter for you and your companions with range, you know it and where to find it.
You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
You touch a willing creature, and they fall asleep for one week. Any conditions or spells effecting the target are suspended while they are asleep. Once the creature awakes, they suffer the full effect of any conditions or spells effecting them. The subject cannot be awakened by any means once the spell puts them to sleep. Hit point damage effects the creature as normal, but the creature will not wake up. A creature can only be under the effects of one hibernate at a time. The caster can use an action to end the spell.
You surround the ground around a point you choose within range with a treacherous patch of ice that freezes and hampers your foes. Each creature in a 10-foot square centered on that point must make a Constitution saving throw, taking 2d4 cold damage on a failed save or half as much on a successful one.
The area becomes difficult terrain until the spell ends. For the duration, when a creature enters the spell area or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 2d4 for each slot level above 1st.
Spend a spell slot and a hit die to force a creature within 30 feet of you to pass a DC 15 Wisdom save or be paralyzed for 1 minute. A paralyzed creature can repeat the save at the end of each of its turns, ending on success. Constructs and undead are immune.
You may expend a higher level spell slot and additional HD to increase the DC by 1 per level/HD up to 19 for a 5th level spell slot and 5 HD.
This power may be used once per day.
Choose a 5 foot square within the range. That square is recreated within 10 feet of you. The image is purely visual, with no sound or smell. The image is an obvious illusion, and creatures can see through it. The spell creates a snapshot of the 5 foot area you chose when you cast the spell, but nothing in the area moves or changes. The area appears exactly as it does at the time of the spell, and you do not gain any special means of vision. For instance, if the area is covered in darkness, either natural or magical, then so is the snapshot.
You summon a magical quill that writes down anything you say. The quill can write on any surface. The quill will not scribe magic spells, but any command words you would use to activate some kind of magical effect can be recorded. The quill continues writing and does not run out of ink for the duration.
While casting this spell, you touch an immature plant. The plant transforms into a mature member of its species. If the plant is a fruit-bearing variety, then it is laden with ripe fruit. You can pick 1d4+1 pieces of fruit. The fruit remains ripe and nourishing for 24 hours, then rots. When a creature eats one or more pieces of this fruit that are still ripe during a short rest, if it regains hit points by spending Hit Dice at the end of that rest, it regains extra hit points equal to your spellcasting ability modifier. If that creature has also received any magical healing during that rest, the number of extra hit points it regains from this spell is doubled.
You create pockets of air around your legs and feet, which allows you to hover slightly above snowy surfaces. For the duration, moving through difficult terrain made of ice or snow doesn't cost you extra movement and you don't risk slipping.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch and effect one extra creature for every two slot levels above 1st.
You fuse a diamond and a burning coal into one stone called a coalstone. The coalstone radiates dim light out to 5 feet and is always hot. Holding the coalstone without protection deals 1 point of fire damage every round. Placing the coalstone in flammable liquid or material will cause it to instantly ignite. Placing the coalstone in 5 gallons or less of water will make the water boil after 1 round. The coalstone stays lit for 1 year, then it goes out. You may only have one coalstone active at a time.
You transform the contents of a page to appear totally different. A map could be made to look like a poem, a business ledge, or even a blank page. A comprehend languages spell doesn't reveal the true nature of the page. You can use a command word to reveal the page's true contents or speak it twice in succession to end the spell.
The page will radiate a dim aura of transmutation magic. If dispel magic is cast on the page, the spell ends if the this spell was cast using a spell slot of 2nd or 3rd level and page's true contents are revealed, however, if this spell was cast using a spell slot of 4th level or high and the attempt to dispel its magic fails, the page is destroyed, and its contents are unrecoverable.
A true seeing spell will reveal the true nature of the page, but it does not give its caster knowledge of any languages required to decipher the text.
At higher level. When you cast this spell using a spell slot higher than 2nd level, you can affect one additional page, and the difficulty of dispelling its magic increases accordingly.
You grant an undead servant the ability to cast a spell you know one time. Choose a spell you could cast using a spell slot. You sacrifice the spell slot you would use to cast it, and the undead creature you touch gains the ability to cast that spel once before the next time you finish a long rest. You cannot force the undead to cast the spell unless you have some other means of controlling it.
You enchant a body of water of any size and name a creature. This can be a living or dead individual. The creature you name, or their corpse, does not have to be physically present. The most important events of that creature's life will play out in the water. The whole event will take about an hour.
You can also choose to view a specific story from the target's life. You must have general knowledge of the story, but you don't need to know specifics. If you name a creature that does not want to have its life events displayed, it can make a Charisma saving throw to resist the spell. On a success, the pool shows a series of random images.